Large Monstrosity, Chaotic Evil
Armor Class 15 Natural
Hit Points 120 (16d20 + 30)
Speed 10 ft., Swim 60 ft.
STR
19 (+4)
DEX
16 (+3)
CON
19 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws STR +7, DEX +6, CON +7
Skills Perception +4, Stealth +5
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Charmed, Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 18
Languages -
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Hold Breath. While out of water, the anchor whale can hold its breath for 1 hour.

Underwater Camouflage. The anchor whale has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The anchor whale can breathe only underwater.

Actions

Multiattack. The anchor whale can attack two times with its tentacles. Loses one attack per grappled creature.

Actions:

Tentacles.
Melee Weapon Attack:
+8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.

Lethal bite. A grappled creature by its tentacles takes 10 (3d6) piercing damage and must save (DC 17) constitution saving throw, on a failed save the target starts bleeding.

A bleeding creature can use its action to treat the injurie [Medicine check dc 10] While bleeding the creature takes (2d6) extra damage from physical attacks.

 

Bonus Actions

Spit ink (Recharges 6). The anchor whale can target a creature whitin 60ft range. The creature must save (DC17) constitution saving throw or become blinded. A creature blinded this way must use its action to recover its sight or reapeat the saving throw at the ends of its turns.

While blinded this way the target also takes a penalty -5 to attacks.

Monster Tags: Misc Creature

Habitat: Underwater

Mika5995

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